Archive for November, 2016

Omer Ibrahim digs in to the new Conan board game, to find out what is best in life, but discovers just how little he really knows about Conan the Barbarian.


Joe Crouch, Ian Harmer and Brad Harmer-Barnes return in a brand new episode of Brick Fury, discussing what the best colossal Heroclix are, and what makes them work so well.

The Devil made me do it.

Guess what series I’ve finally gotten around to watching?

I recently bought myself a really good Daredevil Heroclix, to use in an inspired, fun little squad I’ve thought of, but the model was a horrible bright red. Yeah, I know, I know, “That’s how he’s supposed to look!”. I just prefer the modern, armoured Man Without Fear from the current series, ok? If I was going to be hiding in shadows and dodging bullets I probably wouldn’t vote for bright red Lycra either, and trust me, I know a bit about wearing it.

I started out trying to replicate the crimson/black pattern that The Devil of Hell’s Kitchen wears, but soon discovered that the cool action pose, whilst making him look awesome, doesn’t lend itself to the exact style of it; Parts that are solid metal would need to be bending. Instead, I simply went with something “in the style of” the series. Pretty pleased with it. Even if I did go in blind (Sorry).

As a side note, this era of Heroclix (around “Incredible Hulk”) used a horrible shiny paint that is almost impossible to adhere other paint to. He currently has three layers of maroon on him, and it rubs off super easily, so he’s going to have to have a nice coat of varnish to hold him together. I don’t want him shiny, so I’ll probably go for a Matte (Murdock) (Sorry again).

Ömer Ibrahim is a regular contributor to Suppressing Fire and you can check out his modelling work at Can’t Sleep, Must Paint.

So, as you may remember from my article a few weeks back, I’ve become rather addicted to the Legendary Marvel (or Marvel Legendary…no one seems quite certain) game from Upper Deck Entertainment.  Since playing around with the base set for a while, I wanted to add in some new stuff to play with, which is where I opted to add in the Civil War expansion pack.


This set draws its inspiration and introduces characters from not the recent Captain America movie, nor the recent comic event, but from the original Civil War of a few years back, which was a massive storyline a la Original Sin, Axis or Secret Wars. In this there was a split amongst various heroes as to whether or not they should allow themselves to be put on a government register, with the pro-registration forces led by Iron Man and the dissenters under Captain America. It’s available on Marvel Unlimited, and I highly recommend giving it a read.

So what do you get in this pack? Well, the new characters are a mixed bag. There’s a fair amount of filler, and if you’re not a total Marvel Zombie, it’s unlikely you’ll be fussed about playing with Wicca or Hulking in your deck. However, there are also a few heavy hitters in the form of Cloak and Dagger, Winter Soldier, Luke Cage, and Iron Fist posing as Daredevil. No matter how big a fan you are (at least, if you’re a big enough Marvel fan to be playing Marvel Legendary in the first place), there’s certainly more than a few characters that you’ve heard of.

An extra nice mechanic is that you now get double cards.  These cards, when held in landscape orientation actually feature two smaller cards on them, and when they’re in your hand, it’s then up to you to decide which of the two sides you want to bring into play, it expands variety, and flexibility, and for the “tag team” heroes, like Cloak and Dagger or the doubled up Storm and Black Panther set, really feels thematic, as the two characters working in tandem is central to their concept. What’s odd though is that every character in this set has them…even Daredevil, Vision or Hercules. Sad to say, this actually cheapens the effect, and makes it feel like a novelty, rather than something designed with specific heroes in mind.


The villains and masterminds are all from the pro-registration forces…SHIELD Elite, Maria Hill, Iron Man…and then Baron Helmut Zemo for some reason. I guess he’s the main villain in the recent Captain America movie…

So, if you’re using these villains/masterminds and you’re a theme driven gamer, you’re either going to have to play them as a Civil War era conflict, or with the Villains set,   Of course, putting the villains up against Maria Hill could be fun, anyway.

I guess how “essential” this expansion is will come down to what sort of gamer you are.  If you like playing Legendary as a purely tactical deck-builder, then there will certainly be plenty here to keep you occupied, and the new Avengers cards will be a great addition to that batch you already have, allowing for even more superpower combinations. If, however, you’re a theme driven gamer, who likes to sort set-ups based on how things could conceivably work in the comics, then for the most part you will have to accept that most of the stories you make will be time-locked to the Civil War-era.  If that’s an era you don’t remember particularly fondly, then maybe this set won’t be for you.  Although the Cloak and Dagger cards are pretty cool. And I do really like Winter Soldier…

Brad Harmer-Barnes is a games journalist and comedy writer from Kent, England, and has written for (among others) Miniature Wargames magazine, Fortress: Ameritrash, and Suppressing-Fire.Com, which he also edits.  You can follow him on Instagram and Twitter @realbradhb


X-Wing‘s Wave 9 reinforced Imperial and First Order players with the Special Forces TIE Fighter or “TIE S/F”. The TIE S/F is featured at the beginning of Star Wars – Episode VII: The Force Awakens as the ship in which Poe Dameron and Finn escape Kylo Ren’s Star Destroyer. It’s an advanced version of the First Order TIE fighter, featuring the same distinctive white wings, but with the addition of a rear-facing gunner, controlling an underside gun and missile turret.

Physically, the TIE S/F is pretty standard fare. It’s a TIE fighter with slightly chunkier wing supports and a little turret underneath. The paint work is as good as ever, black with the striking First Order white panels, but also a red stripe to the side of the cockpit, designating its higher rank.


Like the ARC-170 for the Rebels, this is the first small based ship for the Imperials that has an auxiliary firing arc, meaning that it can also shoot at anything that gets up behind it, exactly as Finn does in The Force Awakens (Oddly though, despite the movie clearly featuring a gunner’s seat, the in-game version doesn’t feature a Crew upgrade slot. Maybe the one in the film was a prototype… that was sitting in the hangar bay… ready to fly… fine, the game probably did it this way for balance reasons.) Its movement dial is a little slower than the TIE F/O, featuring fever green manoeuvres, and with its fastest speed being 4. It’s not a slow ship – even Poe was surprised at its speed – but it’s not the fastest thing in the First Order.

Its base stats feature 2 Attack, 2 Defense, 3 Hull and 3 Shields, making it slightly more likely to get hit than a TIE F/O, but with the extra hit points to withstand those hits. In terms of actions, it can Focus, Target Lock or Barrel Roll, but isn’t deemed fast enough to have the Evade action. It definitely seems like a much more rugged TIE Fighter, built to withstand hits and deal out damage. In fact, it can take as many bangs as a T-70 X-Wing, which is far from a frail ship. It’s also he first ship in the game to be capable of taking Tech and System upgrades, which is creating some nice combos.


Four new pilot cards are included, two of them are generic pilots and two are named unique pilots.

The unique pilot is “Quickdraw”, a PS 9, 29 point ace with the ability to make an attack when he loses a shield, as well as when he can normally attack. Coupled with the fact that he can shoot backwards, this actually makes other players think before trying to shoot him: If you don’t kill him, chances are he’s going to shoot you twice this round.

The other named pilot is “Backdraft” on a PS 7 at 27 points. If he manages to shoot you from his rear arc, he can add one Critical Hit result to his roll. That’s not a dice modification, he gets an additional hit on top of what he rolls, meaning that if you’re right up his backside at Range 1, which is usually a nice safe place to be, he can deal you a potential 4 damage, with one of those definitely being critical. Sure, it’s hard to get your opponent into that position, but it’s going to stop them trying for it.


In terms of upgrade cards, there’s a few new ones, with one being specific to the TIE S/F. “Special Ops Training” is a 0 point Title card that allows you to add an additional dice when firing from your front arc, or, if you chose not to add this dice, make an additional attack from your rear arc. Stick that on “Quickdraw” and you’re getting a potential four attacks per round, on up to four targets.

“Collision Detector” allows you to use your barrel roll or boost through an obstacle, and makes the obstacles less damaging to you, and “Sensor Cluster” allows you to spend a focus token to turn one blank result to an evade when defending. (I’m actually thinking of using that card on Poe Dameron. With Autothrusters and a focus token, he’s going to be almost impossible to get more than one damage on per round.)

All in all, the TIE S/F isn’t blowing anyone away. Imperial players rely on large numbers of ships on the board, and this one costs roughly the same as an X-Wing, and though it can be said that it easily flies as well as one, that’s not normally the prerogative of someone flying TIE fighters. That said, there’s enough stuff in this release to add to the game as a whole, and very skilled players are going to be able to use this ship to devastating effect. If you can get this thing stuck in the middle of an enemy formation, it’s going to make a big dent, even if it dies in the process.

This thing really moves/10

Ömer Ibrahim is a regular contributor to Suppressing Fire and you can check out his modelling work at Can’t Sleep, Must Paint.